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The first competitive Type one play I ever saw included The Perfect Storm. I instantly fell in love with the deck and have been playing it locally and across the north-east ever since. Albeit I have not fared nearly as well as my other comrades who pilot the deck I still will continue to play the deck until it is completely un-viable. But this article has absolutely nothing to do with TPS, although TPS and the deck I’m about to discuss run similar cards I plan on explaining why Meandeck Gifts is a better deck than TPS. First let me start with Meandecks maindeck.

Artifact Acceleration:7:SoLoMoxen [Editor’s note: This is Vintage-speak for one each of Sol Ring

in the sideboard. Where I play locally we have a Type One tournament every Thursday night and we decided to test how this idea works out as we play with a lot of fish as well as Workshop aggro based decks. I can only think of a few times that I actually wanting to cast balance as I never got paired with the fish decks. But also due to the overall utility I see in this card I think it’s a new addition to my sideboard and is going to stay there. I mean the deck runs smoothly as is and the only match I have had a problem with thus far is Workshop aggro. In the past three weeks I am 10-3-1 with this deck with all three of my losses coming to the same person playing Workshop aggro. So having Balance

was a late addition to the deck by us for testing to see how it performed. In the limited time I have had testing it I have to say the card is good. It’s never a dead card as at worst it can pitch to Force or Misdirection

should you draw him. Other than those cards I believe the maindeck is pretty much the same and the sideboard is pretty much the same as well.

Now I will move on to the more important discussion of the way the deck will operate under most circumstances. This deck plays very much like a control deck in the early game. It can extend this control into the mid-game if need be and then it almost suddenly will play the role of a combo deck and win in one turn. Whether the deck wins by Tinker

for Tendrils kill it wins very quickly and efficiently if set up correctly. I have a basic idea of what I’m going to Gifts for even before I do it. This obviously will change depending on what is in your hand, graveyard, and play. My basic Gifts should none of the cards be in my hand is something like Tinker

. But should you have any of those cards in your hand you are most likely in amazing position should you have gotten the Gifts off. This most definitely will make your opponent think on what he wants to give you based on current game state and other such factors. If you do have one of those cards that I mentioned in your hand at the time of Gifts I go for Burning Wish

as long as you can generate enough mana you should have no problem winning the turn after Gifts. Two of the mentioned cards that you Gifts for will be put into your graveyard and it is always a hard choice which ones to put in. The chance that one of those five cards is in your hand when you Gifts will always make the opponent think longer and even second guess himself. The actual Colossus win goes something along the lines of Will - Tinker

This deck is probably the best deck that I have played in a competitive Type One environment and has caused me to push TPS aside as this deck can go more “broken” and can win instantly just as TPS. It is however a very expensive deck to get together and combine that with the overwhelming difficulty it takes to pilot it correctly and I would not suggest you to bring it to a major event as the first time you play it. You may win some games with it but I would suggest logging many hours of serious playtesting with it and probably a few good sized local tournaments. As usual there is no guarantee you will win and in fact you may even hate the deck to the bitter end. But when piloted correctly this deck is one of if not the best deck in Type One at the current time.

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